TW550520B - Method for forming bump effect on 3D object in computer graphics - Google Patents

Method for forming bump effect on 3D object in computer graphics Download PDF

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TW550520B
TW550520B TW091104258A TW91104258A TW550520B TW 550520 B TW550520 B TW 550520B TW 091104258 A TW091104258 A TW 091104258A TW 91104258 A TW91104258 A TW 91104258A TW 550520 B TW550520 B TW 550520B
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Taiwan
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point
vector
color value
patent application
value
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TW091104258A
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Chinese (zh)
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Shu-Fang Hsu
Meng-Hua Wu
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Ulead Systems Inc
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Priority to US10/282,119 priority patent/US6839065B2/en
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/80Shading

Abstract

The present invention provides a method for forming bump effect on 3D object in computer graphics, which includes the following steps: first, generating coloring vector for one point on the surface of 3D object; next, determining the displacement coordinates of the point based on the coloring vector; then, establishing the convolutional calculation matrix based on the displacement coordinates; then, calculating the diffuse color value for the point, which equals the difference between the convolutional color value of the neighbored points and the average color value, wherein the average color value is the total average of the RGB color frequency values, and the convolutional color value of neighbored points is the product sum of the average color values of neighbored points and the corresponding coefficients for neighbored points in the convolutional calculation matrix; and, calculating the emboss image value for the point, wherein the RGB color frequency values of the emboss image equal to the product of the diffuse color value is subtracted from the original RGB color frequency values and multiplied with the emboss effect coefficients; thus, repeating these steps to calculate the emboss image value for each point on the surface of 3D object.

Description

550520 【發明領域】 本發明是有關於一種對電腦圖形之3D物件(〇bject) 形成凹凸效果之方法’且特別是有關於一種利用浮雕化函 式(Emboss iunction)對電腦圖形之⑽物件產生凹凸貼 圖(bump mapping )之方法。 【發明背景】 在現今電腦圖學之領域中,如何使得電腦圖形 (Computer Graphics)中之 3D 物件具有紋理(texture) 之外觀,I-個非常重要的課題。在許多技術之中,凹凸 貼圖(bump mapping)之技術是常被運用於此課題上以增 加3D物件表面之細節。而圖學之3D物件表面模型(m〇dei )常以複數個多邊形(p〇lygon)所建立,凹凸貼圖之技 術係以改變多邊形端點法向量的方式,來產生明暗不等的 紋路,使3D物件看起來能有皺摺且凹凸不平的感覺。但此 技術必須針對3D物件表面每一點均計算其所改變之法; 量,如此處理3D電腦圖形的產品而言,技術較複雜且處理 時間需較長,相對的,計算速度也就變慢了。 而另有變化之方式係為以處理2d影像之技巧運用於3]) 之電腦圖形處理上,譬如是浮雕化函式(Emb〇ss function )技術。而此浮雕化函式技術係改變一紋理 (texture)樣本,再繞貼(wrap)在⑽物件之表面;雖 非直接應用於3D物件之模型上,但仍可達到相同的視覺效 果。有關於此,SIGGRAPH (Special Interest Gr〇up 〇n550520 [Field of the invention] The present invention relates to a method for forming a concave-convex effect on a 3D object (〇bject) of a computer graphic, and in particular to a method for generating a concave-convex object on a computer graphic using an embossing function The method of bump mapping. [Background of the Invention] In the field of computer graphics, how to make 3D objects in computer graphics have the appearance of texture is a very important subject. Among many techniques, the technique of bump mapping is often applied to this subject to increase the detail of the 3D object surface. The 3D object surface model (modei) of graphics is often established by a plurality of polygons. The technology of bump mapping is to change the normal vector of the endpoints of the polygon to generate light and dark textures. 3D objects can look wrinkled and uneven. However, this technology must calculate the changed method for each point on the surface of the 3D object. For the products that process 3D computer graphics, the technology is more complicated and the processing time is longer. Relatively, the calculation speed is slower. . Another variation is to apply the technique of processing 2d images to the computer graphics processing of 3]), such as the Emboss function technology. And this embossing function technology changes a texture sample and wraps it on the surface of the object; although it is not directly applied to the model of the 3D object, it can still achieve the same visual effect. In this regard, SIGGRAPH (Special Interest Gr〇up 〇n

550520 發明說明(2)550520 Description of the invention (2)

Computer Graphics)於 1 998 年提出 了擴散(diffuse)凹 凸貼圖之技術。此技術係先將一紋理樣本繞貼至3D圖形中 之物件表面,此為第一影像。而此物件表面係以複數個多 邊形來模擬表示。接著,計算每個多邊形各端點之法向量 (normal vector)、切線向量(tangent vect〇r)及複 ,線向量(binormal Vector)。爾後,利用上述之三向 里產生一旋轉矩陣,並藉由旋轉矩陣將光源向量轉換至切 線空間(tangent Space)之上。接著,將此轉換後之光 源向量於X-Y平面之分量當成其對應端點之位移座標 (shift coordinate),而移動端點。而多邊形内之點的 位移座標係參考各端點之位移座標並以内差法之方式計算 而得。如此即可計算出各點之位移座標,而產生一新°多^ 形。重覆上述步驟以位移全部之多邊形,即可產生一第二 影像。接著,將第二影像之影像值減去第—影像 ^ 即可得到浮雕化之影像。 ” > 而上述之方法卻具有以下之缺點: (1)易產生不連續之表面紋理:上述方法係 個端點之切線向量以決定其位移座標。但當物件表面為母曲 面f陡Λ肖表面時’ Μ因切線向量相對地變化極大,而‘致 果ί ί雕化影像再繞貼(wrap)到3D物件表面時, 會產生不連續或斷面之現象。 (2 )㈣雜:i以法係每一點均要計算其位移座 標’於運算上較繁項,且花費較多時間。 移座(Computer Graphics) introduced the technique of diffuse concave-convex mapping in 1998. This technique first applies a texture sample to the surface of an object in a 3D graphic. This is the first image. The surface of this object is simulated by a plurality of polygons. Next, calculate the normal vector, tangent vector, and complex vector of each endpoint of each polygon. Then, a rotation matrix is generated by using the above three directions, and the light source vector is transformed into a tangent space by the rotation matrix. Then, the component of this converted light source vector in the X-Y plane is regarded as the shift coordinate of its corresponding endpoint, and the endpoint is moved. The displacement coordinates of the points in the polygon are calculated by referring to the displacement coordinates of the endpoints and using the method of internal difference. In this way, the displacement coordinates of each point can be calculated, and a new ° polygon is generated. Repeat the above steps to displace all the polygons to produce a second image. Then, subtract the first image ^ from the image value of the second image to obtain the embossed image. ≫ The above method has the following disadvantages: (1) Discontinuous surface texture is easy to produce: the above method is a tangent vector of the end points to determine its displacement coordinates. However, when the surface of the object is a mother surface f steep Λ Xiao At the surface, Μ varies greatly because of the tangent vector, and when the resulting image is wrapped around the 3D object surface, discontinuities or cross-sections will occur. (2) Miscellaneous: i At each point of the legal system, its displacement coordinates must be calculated, which is more complicated in operation and takes more time.

TO0560F.ptd 550520 五、發明說明(3) ' --- 【發明目的及概述】 有鑑於此,本發明的目的就是在提供一種對一電腦圖 形之3D物件(〇bject )形成凹凸效果之方法。此方法係提 供較快速之處理,且可避免產生斷面及雜點之浮雕 (Emboss )影像。 根據本發明的目的,提出一種對電腦圖形之3D物件形 成凹凸效果之方法。本方法係應用於一電腦圖形之3D物件 上’首先對3D物件表面上之一點產生一著色向量 (shading vector)。而此著色向量係可為此點之法向量 =光源向量與法向量之外積。接著,決定此點之一位移座 標(shift coordinate),而此位移座標係等於著色向量 於χγ平面之分向量與一浮雕化半徑(Emb〇ss radUs)係 數之乘積。爾後,建立一迴旋計算矩陣,此迴旋計算矩 具有複數個矩陣係數值,而此些矩陣係數值係由位移座 所决定。接下來,計算此點之一擴散色值(diffuse color) ’此擴散色值係等於此點之一鄰點迴旋色值與— 平均色值之差值。纟中’平均色值係定義為此點之R、G、 B色頻(channel· )值總和之平均,而鄰點迴旋色值係定義 為此點之複數個鄰近點之平均色值與迴旋計算矩陣中此些 鄰近點之對應係數乘積之總和。冑即計算此點之__浮雕-(Emboss)影像值,而此浮雕影像值之R、G、8色頻值分 別等於此點之R、G、B色頻值減去擴散色值與一浮雕效果 係數之乘積。重覆上述步驟以計算3D物件表面各點之浮雕 影像值。TO0560F.ptd 550520 5. Description of the invention (3) '--- [Objective and summary of the invention] In view of this, the object of the present invention is to provide a method for forming a concave-convex effect on a computer graphic 3D object (OBject). This method provides faster processing, and can avoid the emergence of cross-sections and spots of embossed (Emboss) images. According to the purpose of the present invention, a method for forming a bump effect on a 3D object of a computer graphic is proposed. This method is applied to a computer graphics 3D object. First, a shading vector is generated for a point on the surface of the 3D object. This coloring vector can be the normal vector of this point = the outer product of the light source vector and the normal vector. Next, a shift coordinate at this point is determined, and the shift coordinate is equal to the product of the vector of the coloring vector on the χγ plane and an embossed radius (Emboss radUs) coefficient. Then, a convolution calculation matrix is established, and the convolution calculation moment has a plurality of matrix coefficient values, and these matrix coefficient values are determined by the displacement seats. Next, calculate one of the diffuse color values at this point. This diffuse color value is equal to the difference between the convolutional color value and the average color value of an adjacent point at this point. 'Average color value' is defined as the average of the sum of the R, G, B color frequency (channel ·) values of this point, and the convolution color value of the adjacent point is defined as the average color value and the convolution of a plurality of neighboring points of this point. Calculate the sum of the product of the corresponding coefficients of these neighboring points in the matrix.胄 Calculate the __Emboss- (Emboss) image value at this point, and the R, G, and 8 color frequency values of this relief image value are respectively equal to the R, G, and B color frequency values at this point minus the diffuse color value and one Product of relief effect coefficient. Repeat the above steps to calculate the relief image value of each point on the 3D object surface.

550520 五、發明說明(4) 為讓本發明之上述目的、特徵、和優點能更明顯易 懂,下文特舉一較佳實施例,並配合所附圖式,作詳細說 明如下。 【較佳實施例】 本發明之對一電腦圖形(Computer Graphics)之3D 物件(object)形成凹凸貼圖(Bump Mapping)之方法係 運用浮雕化函式(Emboss function)以達到凹凸貼圖 (bump mapping)之效果,而使得電腦圖形之3D物件表面 (object surface )具有三度空間(3D )之外觀。本發明 之原理係將一紋理(texture)樣本依照3D物體表面特性 處理後,產生一浮雕化之影像;再將此浮雕化之影像繞貼 (wrap )至3D物體表面。於其中,本發明係利用3D物件表 面之一著色向量(shading vector)來決定影像浮雕化功 能之位移座標(shift coordinate);而此著色向量可以 是3D物件表面之法向量(normai vector)或者是光源向 量與法向量之外積。且本發明更參考鄰近點之影像值以避 免產生影像中相鄰點色差太大而有不連續之缺點。 请參考第1圖,其缘示為一具有3D物件101之電腦圖形 100之示意圖。如第1圖中所示,電腦圖形100中具有一具 紋理之3 D物件1 01。為應用本發明之方法,係將3 D物件1 〇 1 之表面切割成適當大小之多邊形(polygon)(未繪示於 圖中),而此些多邊形用以表示3D物件101之表面。 接著請同時參照第2圖,其緣示依照本發明一較佳實550520 V. Description of the Invention (4) In order to make the above-mentioned objects, features, and advantages of the present invention more comprehensible, a preferred embodiment is given below and described in detail with the accompanying drawings. [Preferred Embodiment] The method for forming bump mapping of a 3D object of a Computer Graphics according to the present invention uses an Emboss function to achieve bump mapping. Effect, so that the 3D object surface of computer graphics has the appearance of three-dimensional space (3D). The principle of the present invention is to process a texture sample according to the characteristics of the 3D object surface to generate a relief image; and then wrap the relief image to the 3D object surface. Among them, the present invention uses a shading vector on the surface of the 3D object to determine the shift coordinate of the embossing function of the image; and the shading vector may be a normal vector on the surface of the 3D object (normai vector) or The outer product of the light source vector and the normal vector. In addition, the present invention further refers to the image values of neighboring points to avoid the disadvantage that the neighboring points in the image have too much color difference and discontinuities. Please refer to FIG. 1, which is a schematic diagram of a computer graphic 100 having a 3D object 101. As shown in Figure 1, computer graphics 100 has a textured 3D object 101. In order to apply the method of the present invention, the surface of the 3D object 101 is cut into polygons (not shown in the figure) of appropriate size, and these polygons are used to represent the surface of the 3D object 101. Please refer to FIG. 2 at the same time, which shows a preferred embodiment according to the present invention.

TW0560F.ptd 第7頁 550520 五、發明說明(5)TW0560F.ptd Page 7 550520 V. Description of the invention (5)

施例之對一電腦圖形之3D物件形成凹凸效果之方法流程 圖。於第2圖中,本發明之方法首先於步驟2〇ι,對31)物件 101表面之一多邊形103上之一點p —著色向量。此著色向 量係用以決定影像浮雕化函式之位移座標,亦即其可決定 影像浮雕化之著色(shading )方向。故於此步驟中,此 者色向里係可為p點之法向量N,或為光源向量l與p點之法 向量N之外積(cross product)。而於本發明中,p點之 法向里N係疋義為p點所在之多邊形1 〇 3之法向量N ;亦即於 多邊形1 0 3上之任一點,其法向量均為多邊形1 0 3之法向量 N。如此之優點,一則可增快本發明方法之計算速度,另 則玎避免產生斷面(即不連續表面)之現象。 接著’於步驟203中,正規化(normaiiZe)著色向 量’以求得著色向量之單位長度向量。接下來進行步驟 2 0 5。於步驟2 0 5中,決定p點之一位移座標。而此位移座 標係等於著色向量於X-Y平面之分向量與一浮雕化半徑 (Emboss radius)係數之乘積。此浮雕化半徑係數表示 影像浮雕化效果之位移量或浮雕化效果之半徑,且其可供 使用者自行設定。接著進行步驟207。 於步驟207中,建立一迴旋計算矩陣,而此迴旋計算 矩陣係用以計异浮雕化效果之影像。此迴旋計算矩陣有複 數個矩陣係數值,且此些矩陣係數值係由位移座標所決 定。舉例而言,迴旋計算矩陣可以是一二維之矩陣,而位 移座標例如是(dOffx,dOffy)。則迴旋計算矩陣之係數 (w00,w01,wl0,wll)係可以是(1-w〇i-wlO-wll,A flowchart of a method for forming a concave-convex effect on a computer graphics 3D object according to an embodiment. In FIG. 2, the method of the present invention firstly performs a point p — a coloring vector on a polygon 103 on the surface of the object 101) at step 200m. This shading vector is used to determine the displacement coordinates of the image relief function, that is, it can determine the shading direction of the image relief. Therefore, in this step, the color direction can be the normal vector N of the p point or the cross product of the light source vector l and the normal vector N of the p point. In the present invention, N in the normal direction of the p point means the normal vector N of the polygon 1 03 where the p point is; that is, at any point on the polygon 103, the normal vector is the polygon 1 0. The normal vector N of 3. Such advantages can speed up the calculation speed of the method of the present invention, and avoid the phenomenon of generating cross-sections (ie discontinuous surfaces). Next, in step 203, the normalization (normaiiZe) coloring vector is normalized to obtain a unit length vector of the coloring vector. Proceed to step 2 0 5. In step 205, one of the p-point displacement coordinates is determined. The displacement coordinate is equal to the product of the vector of the shading vector in the X-Y plane and an embossed radius coefficient. This embossed radius coefficient represents the displacement of the embossed effect of the image or the radius of the embossed effect, and it can be set by the user. Then step 207 is performed. In step 207, a convolution calculation matrix is established, and the convolution calculation matrix is used to calculate the image of different relief effects. The convolution calculation matrix has a plurality of matrix coefficient values, and these matrix coefficient values are determined by the displacement coordinates. For example, the convolution calculation matrix may be a two-dimensional matrix, and the displacement coordinates are, for example, (dOffx, dOffy). Then the coefficients (w00, w01, wl0, wll) of the convolution calculation matrix can be (1-w〇i-wlO-wll,

TW0560F.ptd 第8頁 550520 五、發明說明(6) (\d〇ffk\ -dOffx)^ (d 0 f f y - L^o^J ), (dOffx- \4〇fM ) * (「砸 1 -dOffy),(dOffy - L猶」)*(d0ffx- b响)),且 wOO、w01、wlO、及wll 之總和為 1。 接著,於步驟209中,計算p點之一擴散色值 (dif fuse color ) dDif fColor。此擴散色值dDif fColor 係等於p點之一鄰點迴旋色值dCon與一平均色值dSum之差 值。p點之平均色值係為其R、G、B色頻(c h a η n e 1 )值總 和之平均,亦即 dSum = (Ir(x,y) + Ig(x,y) + Ib(x,y)) / 3 其中I ( x,y )係用以表示p點相對於紋理樣本上之點(χ, y)之影像值,Ir、Ig及lb分別表示為r、G、b之色頻值。 而鄰點迴旋色值dCon係等於p點之鄰近點之平均色值與迴 旋計算矩陣中與鄰近點對應之係數乘積之總和,亦即: dCon _ w00*dSum00 + w01*dSum01 + wl〇*dSumlO + wl1*dSuml1 其中’ dSumi j表示點(x- i,y_ j )之平均色值。而擴散 色值(1011代〇1扣=(1(:〇11-(1811„1。而此步驟之用意係避免 產生浮雕化影像中相鄰點色差太大而產生雜點或有不連續 之缺點。 接著進行步驟2U,計算p點之一浮雕影像值 I’(x,y)。而此浮雕影像值丨,^“之R、G、B色頻值分別 等於P點之原R、G、B色頻值減去擴散色值dDiffc〇i〇r與一 净雕效果係數dEmbossAmount之乘積。此浮雕效果係數TW0560F.ptd Page 8 550520 V. Description of the invention (6) (\ d〇ffk \ -dOffx) ^ (d 0 ffy-L ^ o ^ J), (dOffx- \ 4〇fM) * ("mash 1- dOffy), (dOffy-L 犹 ") * (d0ffx- b ring)), and the sum of wOO, w01, wlO, and wll is 1. Next, in step 209, a diffusion color value (dif fuse color) dDif fColor is calculated. The diffusive color value dDif fColor is equal to the difference between the convolution color value dCon of an adjacent point of the p point and an average color value dSum. The average color value of p is the average of the sum of its R, G, and B color frequency (cha η ne 1) values, that is, dSum = (Ir (x, y) + Ig (x, y) + Ib (x, y)) / 3 where I (x, y) is used to represent the image value of p point relative to the point (χ, y) on the texture sample, and Ir, Ig, and lb are the color frequencies of r, G, and b, respectively value. The convolution color value dCon of the neighboring point is equal to the sum of the average color value of the neighboring points of the p point and the coefficient corresponding to the neighboring points in the convolution calculation matrix, that is: dCon _ w00 * dSum00 + w01 * dSum01 + wl〇 * dSumlO + wl1 * dSuml1 where 'dSumi j represents the average color value of points (x-i, y_j). And the diffusion color value (1011 generation, 01 buck = (1 (: 〇11- (1811 „1. The purpose of this step is to avoid the occurrence of excessive color difference between adjacent points in the relief image, which may cause noise or discontinuities). Disadvantage. Then proceed to step 2U to calculate the relief image value I '(x, y) of one of the p points. And the relief image value 丨, ^ "of the R, G, B color frequency values are equal to the original R, G of the point P , B color frequency value minus the diffuse color value dDiffc〇i〇r and a net carving effect coefficient dEmbossAmount product. This relief effect coefficient

550520 五、發明說明(7) " dEmbossAmount係用以調整浮雕著色之效果。而此浮雕效 果係數dEmbossAmount可以是一光源強度參數或是一視覺 深淺參數;光源強度參數用以將光源之強弱反應於浮雕影 像值上,而視覺冰淺參數係用以供使用者自行調整浮雕效 果之深度(depth)。此二參數均可影響影像浮雕化之效 果。而浮雕影像值I’(x,y)係可表示為: I,r(x,y) Ir(x,y) dDiffColor^dEmbossAmount I,g(x’y) Ig(x,y) - dDiffColor^dEmbossAmount (’y) Ib(x’y) - dDiffCo 1 or*dEmbossAmount 接著,於步驟213中,重覆上述步驟以計算3D物件101 表面各點之浮雕影像值而可得到一浮雕影像(Emb〇ss texture),並再將此浮雕影像繞貼至物件l〇i之表面,如 此即元成凹凸貼圖效果的效果。 【發明效果】 本發明上述實施例所揭露之對一電腦 成凹凸效果之方法具有下列之優點:㈣之3D物件形 (1 )避免產生斷面之表面紋理:於本發 二,3D,件表面之同一多邊形内的點均藉由多/ 量來計算其位移座標此可避免造成不連續斷面之現° 象。 (2)避免產生相鄰點色差太大而有不連萨 本發明之方法係參考相鄰點之影像值以計離 · 此可避免雜點之情形。 予雕衫像,如550520 V. Description of the Invention (7) " dEmbossAmount is used to adjust the effect of relief coloring. The relief effect coefficient dEmbossAmount can be a light source intensity parameter or a visual depth parameter; the light source intensity parameter is used to reflect the strength of the light source to the relief image value, and the visual ice shallow parameter is used for users to adjust the relief effect by themselves Depth. Both of these parameters can affect the effect of image relief. The relief image value I '(x, y) can be expressed as: I, r (x, y) Ir (x, y) dDiffColor ^ dEmbossAmount I, g (x'y) Ig (x, y)-dDiffColor ^ dEmbossAmount ('y) Ib (x'y)-dDiffCo 1 or * dEmbossAmount Then, in step 213, repeat the above steps to calculate the relief image value of each point on the surface of the 3D object 101 to obtain a relief image (Emb〇ss texture), and then emboss this relief image onto the surface of the object 10i, so as to achieve the effect of bump mapping. [Effects of the Invention] The method for forming a concave-convex effect on a computer disclosed in the above embodiments of the present invention has the following advantages: (3) the shape of the 3D object (1) to avoid the surface texture of the cross section: The points in the same polygon are all calculated by their displacement coordinates. This can avoid the phenomenon of discontinuous sections. (2) Avoiding the occurrence of too much chromatic aberration between adjacent points without salience The method of the present invention refers to the image values of adjacent points to calculate the separation. This can avoid the situation of noisy points. Yu carved shirt, such as

TW0560F.ptd 第10頁TW0560F.ptd Page 10

550520 五、發明說明(8) (3 )計算速度快·本發明之方法毋須逐點計算其位 移座標,可增進計算速度。 ^ 綜上所述,雖然本發明e ^ 然其並非用以限定本發 I較佳實施例揭露如上, 本發明之精神任何熟習此技藝者,在不脫離 本發明之“t:!内,當可作各種之更動與潤飾,因此 準。 乾圍虽視後附之申請專利範圍所界定者為 TW0560F.ptd 第11頁 550520 圖式簡單說明 【圖式之簡單說明】 第1圖繪示為一具有3D物件之電腦圖形之示意圖。 第2圖繪示依照本發明一較佳實施例之對一電腦圖形 之3D物件形成凹凸效果之方法流程圖。 【圖式標號說明】 100 :具3D物件之電腦圖形 101 : 3D物件 1 0 3 :多邊形550520 V. Description of the invention (8) (3) Fast calculation speed. The method of the present invention does not need to calculate its position coordinates point by point, which can increase the calculation speed. ^ In summary, although the present invention e ^ is not intended to limit the preferred embodiment of the present invention as disclosed above, any person skilled in the art of this invention will not depart from the "t :!" of the present invention. Various modifications and retouching can be made, so it is accurate. Although Qianwei regards the scope of the attached patent as defined by the attached application as TW0560F.ptd Page 11 550520 Simple illustration of the diagram [Simplified description of the diagram] The first picture is shown as a Schematic diagram of computer graphics with 3D objects. Figure 2 shows a flowchart of a method for forming a concave-convex effect on a computer graphics 3D object according to a preferred embodiment of the present invention. [Schematic labeling description] 100: 3D objects Computer Graphics 101: 3D Object 1 0 3: Polygon

TW0560F.ptd 第12頁TW0560F.ptd Page 12

Claims (1)

550520 六、申請專利範圍 1 · 一種對一電腦圖形之一3D物件形成凹凸貼圖效果 (Bump Mapping )之方法,該方法包括: 對該3D物件表面上之一點產生一著色向量(shading vector ); 決疋該點之一位移座標(shift coordinate),該位 移座標係專於該著色向量於χγ平面之分向量與一浮雕化半 徑(Emboss radius)係數之乘積; 建立一迴旋計算矩陣,該迴旋計算矩陣具有複數個矩 陣係數值’且各該些矩陣係數值係由該位移座標決定; 。十异該點之一擴散色值(diffuse color),該擴散 色值係等於該點之一鄰點迴旋色值與一平均色值之差值, 中該平均色值係為該點之r、G、β色頻(c h a n n e 1 )值總 和之平均,該鄰點迴旋色值係等於該點之複數個鄰近點之 平均色值與該迴旋計算矩陣中該些鄰近點之對應係數乘積 之總和; ' 什算該點之一浮雕(Emboss )影像值,該浮雕影像值 之R、G、B色頻值分別等於該點之r、g、B色頻值減去該擴 散色值與一浮雕效果係數之乘積;以及 、 重覆上述步驟以計算該3D物件表面各點之浮雕影像 值0 2 ·如申請專利範圍第1項所述之方法,其中該著色向 量係為該點之一法向量。 3 ·如申請專利範圍第1項所述之方法,其中該著色向 畺係為該點所在之一多邊形(P〇ly g〇n )之一法向量。550520 6. Scope of patent application 1. A method for forming a bump mapping effect on a 3D object of a computer graphic, the method includes: generating a shading vector on a point on the surface of the 3D object;之一 A shift coordinate at this point, which is specialized in the product of the vector of the coloring vector in the χγ plane and an Emboss radius coefficient; establish a convolution calculation matrix, which Has a plurality of matrix coefficient values', and each of the matrix coefficient values is determined by the displacement coordinate; One of the ten different points is a diffuse color value, which is equal to the difference between the convolution color value of an adjacent point of the point and an average color value, where the average color value is r, The average of the sum of G and β color frequencies (channe 1) values, the convolution color value of the neighboring point is equal to the sum of the product of the average color value of the plurality of neighboring points at the point and the corresponding coefficients of the neighboring points in the convolution calculation matrix; 'Why count one of the embossed (Emboss) image values, the R, G, and B color frequency values of the embossed image value are equal to the r, g, and B color frequency values of the point minus the diffuse color value and an embossed effect, respectively. The product of the coefficients; and, repeating the above steps to calculate the relief image value of each point on the surface of the 3D object 0 2 · The method as described in item 1 of the patent application range, wherein the coloring vector is a normal vector of the point. 3. The method according to item 1 of the scope of patent application, wherein the coloring direction is a normal vector of a polygon (Poly gn) where the point is located. 550520550520 之方法,其中該著色 多邊形之一法向量之 向 外 之方法,其中於決定 位移座標之該步驟間 一__ 4 ·如申請專利範圍第1項所述 量係為一光源向量與該點所在之一 積(cross product ) 〇 5 ·如申請專利範圍第1項所述 著色向量之該步驟與決定該點之一 該方法更包括: 正規化該著色向量。 6 ·如申請專利範圍第1項所述之方法,其中該位移座 標係為(d0ffx,d0ffy),且迴旋計算矩陣之係數(w〇〇,w01, wlO,wll)係為(i-w〇i-wi〇-wii,(「必刺—d〇ffx)* (d0 f f y - \d〇ffy\ ), ( d 0 f f x ~ ) * ( U〇/jf\ 一 d 0 f f y ), (d 0 f f y - y〇j^j ) ^(dOffx - )),且 wOO 、w01 、wlO 、及 w 11之總和為i。 7 · 如申請專利範圍第1項所述之方法,其中該浮雕效 果係數係為一視覺深淺參數。 8 · 如申請專利範圍第1項所述之方法,其中該浮雕效 果係數係為一光源強度參數。Method, in which one of the normal vectors of the colored polygon is outward, in which the step of determining the displacement coordinates is __ 4 · The quantity as described in item 1 of the scope of patent application is a light source vector and the point is located One product (cross product) 〇5. The method of coloring the vector and determining one of the points as described in item 1 of the patent application scope. The method further includes: normalizing the coloring vector. 6 · The method as described in item 1 of the scope of patent application, wherein the displacement coordinate system is (d0ffx, d0ffy), and the coefficients of the rotation calculation matrix (w0〇, w01, w10, wll) are (iw〇i- wi〇-wii, (“必 刺 —d〇ffx) * (d0 ffy-\ d〇ffy \), (d 0 ffx ~) * (U〇 / jf \ d 0 ffy), (d 0 ffy- y〇j ^ j) ^ (dOffx-)), and the sum of wOO, w01, wlO, and w 11 is i. 7 · The method according to item 1 of the scope of patent application, wherein the relief effect coefficient is one Visual depth parameter 8. The method according to item 1 of the scope of patent application, wherein the relief effect coefficient is a light source intensity parameter. TW0560F.ptd 第14頁TW0560F.ptd Page 14
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